Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
limits distance to object, as well as validating random auth key. added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
* More spelling mistakes
Further to commit:
0e938ba8f3
* Add harder penalties for wrong combination on doors
This adds a variable (DZE_doorManagementHarderPenalty) to make attempts
at code breaking doors harder. This will exponentially increment the
time between attempts or if you set it to false will make it 5 seconds
between attempts.
Unlike the original (that was useless TBH) this will actually lock out
the combo lock UI until the timer is set.
Will reset completely after 120 seconds.
* Add German translations
* Resolve merge conflict
* Resolve merge conflict
From
e69f8d5306
Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.
The actions\ and compile\ folders are fully up to date now
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.
All admins have to do to update custom scripts is swap the names
according to the change log.
Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.